/Engine/Source/Runtime/Renderer/Public/MeshPassProcessor.h
template<typename PassShadersType, typename ShaderElementDataType> void BuildMeshDrawCommands ( const [FMeshBatch](API\Runtime\Engine\FMeshBatch) &__restrict MeshBatch, uint64 BatchElementMask, const [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) *__restrict PrimitiveSceneProxy, const [FMaterialRenderProxy](API\Runtime\Engine\Materials\FMaterialRenderProxy) &__restrict MaterialRenderProxy, const [FMaterial](API\Runtime\Engine\FMaterial) &__restrict MaterialResource, const [FMeshPassProcessorRenderState](API\Runtime\Renderer\FMeshPassProcessorRenderState) &__restrict DrawRenderState, PassShadersType PassShaders, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode, [FMeshDrawCommandSortKey](API\Runtime\Renderer\FMeshDrawCommandSortKey) SortKey, EMeshPassFeatures MeshPassFeatures, const ShaderElementDataType & ShaderElementData )